Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

47 ratings
VNSU-Cua Viet
MAPS: Supremacy
Tags: Map
File Size
390.595 MB
Oct 22, 2018 @ 12:36pm
Mar 9 @ 5:43am
6 Change Notes ( view )

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VNSU-Cua Viet

The ARVN 1st Division and local Viet Cong forces fight for control over the white sandy beaches of the Cua Viet along with its picturesque rice farms and villages, in northern Quang Tri Province. Players will find themselves in a large, immersive, painstakingly hand-crafted landscape that features new props and landmarks. In addition, there's a new gameplay feature that changes how Supremacy is played with teams now able to spawn on their most forward captured objectives, creating more tug-of-war battles and a feeling of progression as both teams fight their way through the map with the goal of encircling their enemy home base.

Forward Spawning

For those interested, this is how the spawn system works for Supremacy in this map. The spawns are tied-in with the objective links, so your most furthest objective that is still connected to your Home Base will have a spawn attached. This spawn has a volume around it that will deactivate the spawn if an enemy troop enters, and the spawn will fallback to your second most furthest objective and so on. When the enemy leave the volume and you still control that objective it will reactivate the spawn again. This ensures that objectives are contested over in a fair way and not impossible to take.

Each team still has a spawn at their Home Base which is activate throughout the whole game, just in case they need to defend it or they have no other spawn options. This is a back up spawn only to be used in certain circumstances while the forward spawns keep players in the action.

Forward spawns are dangerous, and it's something players will have to learn to use wisely. They are susceptible to air and artillery attack just like squad leader or tunnel spawns.

Direct Download Version 6: https://www.dropbox.com/s/75fccx6m77r1bcu/VNSU-CuaViet_v6.rar?dl=0

Screenshots: https://www.artstation.com/artwork/XBedza
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PsychoPigeon  [author] Mar 9 @ 5:44am 
Updated to v6:
- Reduced capture time of objectives
- Added 2 mobile DsHKs on the left side of the map
- Added 1 RPG role
:partyhat: Mar 6 @ 10:19pm 
PsychoPigeon  [author] Feb 26 @ 7:38am 
Not from what I can see, SU maps generally don't make good TE conversions. I wanted a good map that let Hueys fly around and land, making it TE just restricts that completely.
Brophy Feb 26 @ 5:52am 
Will there be a Territory version?
El Duderino Jan 26 @ 1:01am 
By the way great map, I hope that is map will be added in the game eventually
El Duderino Jan 21 @ 10:33am 
If I am not mistaken tunnels spotted by loach can be seen only by cobra pilot not infantry. But you might need to check that.
PsychoPigeon  [author] Jan 14 @ 8:24am 
When it comes to balance, the most talked about aspect I've read is that gunships are taking out tunnels at a fast rate, that is their role, but because of the map size which is larger than the other helicopter maps, it's too punishing for the North team. What if I keep the Loach so tunnels can still be spotted, but remove the Cobra so the South team have to work their way towards those locations on foot or by Huey?
PsychoPigeon  [author] Dec 14, 2018 @ 7:16am 
Lots of historical events took place in the Cua Viet, but I won't be listing them all here. The map is based around 1969 when the ARVN 1st Division took responsibility for this area.
bhson95 Dec 14, 2018 @ 5:46am 
Hope they add the water fighting vehicles (of ARVN), tanks. Your map based on the battle that had those vehicles.
bhson95 Dec 14, 2018 @ 5:43am 
To make your information true.